Personally, I think the reopening of a server warrants a new map. I know you and com are really happy with your bases, as I am with Vanguard Tower, and I would hate to see your work go to waste, but you can always keep the map file around for single player use, as I understand you've been doing . A new map would be helpful as far as horses are concerned, and would encourage new players to join, as well as new styles of building (see the difference of builds between Mindcrack S3 and Mindcrack S4). And to be entirely honest, it was a bit odd coming in as one of the last players accepted to the server and trying to make a home while the rest of you had stacks on stacks of diamonds. Granted, it gave me something to work towards, and I really enjoyed my time there ('cept for that Wither fight, >_<) but my point still stands.
Whichever way you decide, I'll still play and (hopefully) be an active member. Glad to see this place finally coming back!
I haven't played any of these maps, but I know this is going to start an argument so just stop. Please...
EDIT: Maybe Infamy doesn't like the map. His choice, you gotta deal with it. Say I didn't like Dreadsky Isles. Everyone else does, but it doesn't matter! It's a personal opinion of how they rank their maps, so deal with other people not agreeing with you.
The last thing I want to do is start an argument, especially since I won't be around for the next seven hours.
And you really don't need to preach to me about respecting people's opinions, and how I need to "deal with it". I get that, you have no idea how much I get it. However, since Inf hasn't fully explained himself (at least recently, I don't remember anything he might have said earlier,) I don't see where he's coming from. And since he's stating his opinion as a fact, I'd like him to explain himself.
Opinions are opinions for a reason. You weren't impressed, I was. Take it or leave it.
This guy gets it.
(On another note, Inf, have you ever played a Fallout/Stalker game? It isn't required in order to enjoy From Ashes/Flames, but it sure as heck helps. Comparing the environments in both games, but particularly Fallout, the maps do a fantastic job capturing the atmosphere and feel that was portrayed. Even putting the comparisons aside, From Ashes was a really original map, and fairly balanced if you played the dungeons in order. Maybe I missed the first time you explained what you didn't like about it, but I really don't understand where you're coming from. Unless you're just taking up an unpopular opinion for the sake of being different than others, which is a pretty sad thing to be doing. :/ )
Not sure if I'll be able to participate this time, and if I do I won't have nearly as much time as the rest of you. I'm scheduled to work 12-6 next Saturday, and I only have access to a computer Sunday afternoon, so I've got maybe one day's worth of working time. The deciding factor will probably be how in-depth the theme that gets chosen is, or if I can pull off a simpler entry using the theme.
COMMUNITY QUESTION: How do you think of areas, i.e. get inspiration for them?
I sometimes see something in real life, like one time I saw a forest that looked interesting, and I'm making a whole area out of what i saw. Other times when I'm bored I just think of stuff, or when I see other maps I see an area and like how it looks, and try to make an area using that mapmakers technique.
I've got a very busy mind, so I'll often get ideas when I'm doing something monotonous or boring. Stuff will just hit me out of the blue, and I'll say "hey, that's a cool idea." Occasionally those ideas are area ideas for CTM maps, other times they are story ideas, still others are game concepts, and sometimes they are even songs or music theme ideas.
When I don't get ideas spontaneously, I'll go through periods of time where I'll just brainstorm ideas for CTM map areas. Almost all of the areas in Dreadsky Isles were thought of over about a week, while half of the areas in Dreadsky Depths were thought of in a few days, then the other half over the following month. Even more extreme is how I came up with areas for Dreadsky Heavens; I came up with all 14 areas in about three days. And the cool thing is that I don't feel like I rushed it. I'm really proud of all of those area ideas, and I'm looking forward to working on DsH.
It's a sub-style of PvP map on Overcast, where there are a bunch of villagers at spawn with trades for you to use, to get better armor/weapons/potions/etc. It's really quite fun, but depending on how much prior PvP experience you have, the difficulty curve can be a bit brutal. Rift is a good map to start on, as it introduces the basic concept of Gear very nicely. Necro is probably the hardest Gear map on rotation at the moment, I suggest you play it safe, and not rush into the zombie pit or run after the other team. (Side note: Draco made Necro, and I suggested the name for it. :3 ) Tempest is pretty meh if I'm honest. I pretty much always leave once Necro finishes and it rotates in.
Tough choice, but it's mostly between UT3 and LoDII. UT3 utilizes new features in a brilliant and original way, while LoDII is just freaking beautiful and played very well in the version it was created for (haven't tried it since.)
RH deserves an honorable mention because of how early I played it (I was the first beta tester to finish it), and how many times I've played/finished it via speedrunning.
@drago I really like that area. It may get a bit frustrating if ghasts blow up those glowstone blocks though (and is there anything to prevent me from tunneling up that pillar?)
Now that you've said that, I'm going to turn all the stone in that pillar to feesh blocks. >:3 I was already planning on having a bunch of ghast spawners to discourage tunneling, but feesh is exactly what it needs. Thank you!
while using block 36 to block pearling is alright. it is still kinda cheap when you pearl into the wall and just fall to your deaths. Either warn the player that you use them in the map so they stay on guard for them or make it so when they hit them they don't just die.
Yeah as long as it does warn them it is fine. But there has got to be a reason for the player not to just go oh look I can just pearl. Something to make them think "hummm there might be some block 36 there... So I should not pearl" I know Amlup put multiple layers of it in the black wool of UT2 in a fashion so you would see the first one and be warned that they were more.
In response to all of this, I am planning on letting the player know that block 36 will be used in multiple areas to discourage pearling. There are at least two areas before this one where it will be used, and both provide a safe environment for the concept to be demonstrated. Past that, it's entirely the player's fault if they decide to pearl and get bit for it.
I disagree about there having to be a visual indicator about block 36 being used. Light glitches almost never look good, so they aren't convenient ways for people to find out about blockages. I think just having an obvious Fun-path is enough of a discouragement to pearling.
Again, if issues come up in beta testing with people thinking they can pearl to the middle pillar and then being frustrated when they die for it, I'll address it.
Boomshackalacka, "Jaws of the World" it is. Well done, Sketch. :3
Right now, I'd estimate I'm about 80% finished with the area. I'm getting close to finishing the basic detailing of the tunnels, and after that I'll be adding in spawners and loot.
I like this snapshot update, and the mob eggs are a really nice addition. However, I feel that the "sheep eat grass to regain wool" is a bit overpowered. I'm not complaining, I use wool for carpeting a lot, but it seems kinda unrealistic for the sheep to regain their wool so easily. It might work better to have them eat the wheat grass to regain their wool, and only after a timer of like five minutes. Still, nice snapshot. :smile.gif:
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Whichever way you decide, I'll still play and (hopefully) be an active member. Glad to see this place finally coming back!
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And you really don't need to preach to me about respecting people's opinions, and how I need to "deal with it". I get that, you have no idea how much I get it. However, since Inf hasn't fully explained himself (at least recently, I don't remember anything he might have said earlier,) I don't see where he's coming from. And since he's stating his opinion as a fact, I'd like him to explain himself.
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(On another note, Inf, have you ever played a Fallout/Stalker game? It isn't required in order to enjoy From Ashes/Flames, but it sure as heck helps. Comparing the environments in both games, but particularly Fallout, the maps do a fantastic job capturing the atmosphere and feel that was portrayed. Even putting the comparisons aside, From Ashes was a really original map, and fairly balanced if you played the dungeons in order. Maybe I missed the first time you explained what you didn't like about it, but I really don't understand where you're coming from. Unless you're just taking up an unpopular opinion for the sake of being different than others, which is a pretty sad thing to be doing. :/ )
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<_<
I totally didn't say Solitude...
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When I don't get ideas spontaneously, I'll go through periods of time where I'll just brainstorm ideas for CTM map areas. Almost all of the areas in Dreadsky Isles were thought of over about a week, while half of the areas in Dreadsky Depths were thought of in a few days, then the other half over the following month. Even more extreme is how I came up with areas for Dreadsky Heavens; I came up with all 14 areas in about three days. And the cool thing is that I don't feel like I rushed it. I'm really proud of all of those area ideas, and I'm looking forward to working on DsH.
lol ur so late #3fast5u
In all seriousness, glad you've found it.
It's a sub-style of PvP map on Overcast, where there are a bunch of villagers at spawn with trades for you to use, to get better armor/weapons/potions/etc. It's really quite fun, but depending on how much prior PvP experience you have, the difficulty curve can be a bit brutal. Rift is a good map to start on, as it introduces the basic concept of Gear very nicely. Necro is probably the hardest Gear map on rotation at the moment, I suggest you play it safe, and not rush into the zombie pit or run after the other team. (Side note: Draco made Necro, and I suggested the name for it. :3 ) Tempest is pretty meh if I'm honest. I pretty much always leave once Necro finishes and it rotates in.
So yeah.
There was a very similar question recently, but what the heck, might as well answer again.
1. The Painter
2. Spelunkaphobia/Deluge
3. Disarray/Solitary
4. Septum Immoriel
5. Dreadsky Depths lol
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RH deserves an honorable mention because of how early I played it (I was the first beta tester to finish it), and how many times I've played/finished it via speedrunning.
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Haha, yeah, that picture you posted a while back was very much an inspiration for it.
In response to all of this, I am planning on letting the player know that block 36 will be used in multiple areas to discourage pearling. There are at least two areas before this one where it will be used, and both provide a safe environment for the concept to be demonstrated. Past that, it's entirely the player's fault if they decide to pearl and get bit for it.
I disagree about there having to be a visual indicator about block 36 being used. Light glitches almost never look good, so they aren't convenient ways for people to find out about blockages. I think just having an obvious Fun-path is enough of a discouragement to pearling.
Again, if issues come up in beta testing with people thinking they can pearl to the middle pillar and then being frustrated when they die for it, I'll address it.
Thank you Zap!
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Right now, I'd estimate I'm about 80% finished with the area. I'm getting close to finishing the basic detailing of the tunnels, and after that I'll be adding in spawners and loot.